/*
* This file is part of the OregonCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/

#ifndef __OREGON_REPUTATION_MGR_H
#define __OREGON_REPUTATION_MGR_H

#include "Common.h"
#include "SharedDefines.h"
#include "DBCStructure.h"
#include "QueryResult.h"
#include <map>

enum FactionFlags
{
    FACTION_FLAG_NONE               = 0x00,                 // no faction flag
    FACTION_FLAG_VISIBLE            = 0x01,                 // makes visible in client (set or can be set at interaction with target of this faction)
    FACTION_FLAG_AT_WAR             = 0x02,                 // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation
    FACTION_FLAG_HIDDEN             = 0x04,                 // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client)
    FACTION_FLAG_INVISIBLE_FORCED   = 0x08,                 // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions
    FACTION_FLAG_PEACE_FORCED       = 0x10,                 // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions
    FACTION_FLAG_INACTIVE           = 0x20,                 // player controlled, state stored in characters.data (CMSG_SET_FACTION_INACTIVE)
    FACTION_FLAG_RIVAL              = 0x40,                 // flag for the two competing outland factions
    FACTION_FLAG_SPECIAL            = 0x80                  // horde and alliance home cities and their northrend allies have this flag
};

typedef uint32 RepListID;
struct FactionState
{
    uint32 ID;
    RepListID ReputationListID;
    int32  Standing;
    uint8 Flags;
    bool needSend;
    bool needSave;
};

typedef std::map<RepListID, FactionState> FactionStateList;
typedef std::pair<FactionStateList::const_iterator, FactionStateList::const_iterator> FactionStateListPair;

typedef std::map<uint32, ReputationRank> ForcedReactions;

class Player;
class QueryResult;

class ReputationMgr
{
public:                                                 // constructors and global modifiers
    explicit ReputationMgr(Player* owner) : _player(owner) { }
    ~ReputationMgr() { }

    void SaveToDB();
    void LoadFromDB(QueryResult_AutoPtr result);
public:                                                 // statics
    static const int32 PointsInRank[MAX_REPUTATION_RANK];
    static const int32 Reputation_Cap;
    static const int32 Reputation_Bottom;

    static ReputationRank ReputationToRank(int32 standing);
public:                                                 // accessors
    FactionStateList const& GetStateList() const { return _factions; }

    FactionState const* GetState(FactionEntry const* factionEntry) const
    {
        return factionEntry->reputationListID >= 0 ? GetState(factionEntry->reputationListID) : NULL;
    }

    FactionState const* GetState(RepListID id) const
    {
        FactionStateList::const_iterator repItr = _factions.find(id);
        return repItr != _factions.end() ? &repItr->second : NULL;
    }

    bool IsAtWar(uint32 faction_id) const;
    bool IsAtWar(FactionEntry const* factionEntry) const;

    int32 GetReputation(uint32 faction_id) const;
    int32 GetReputation(FactionEntry const* factionEntry) const;
    int32 GetBaseReputation(FactionEntry const* factionEntry) const;

    ReputationRank GetRank(FactionEntry const* factionEntry) const;
    ReputationRank GetBaseRank(FactionEntry const* factionEntry) const;

    ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
    {
        ForcedReactions::const_iterator forceItr = _forcedReactions.find(factionTemplateEntry->faction);
        return forceItr != _forcedReactions.end() ? &forceItr->second : NULL;
    }

public:                                                 // modifiers
    bool SetReputation(FactionEntry const* factionEntry, int32 standing)
    {
        return SetReputation(factionEntry, standing, false);
    }
    bool ModifyReputation(FactionEntry const* factionEntry, int32 standing)
    {
        return SetReputation(factionEntry, standing, true);
    }

    void SetVisible(FactionTemplateEntry const* factionTemplateEntry);
    void SetVisible(FactionEntry const* factionEntry);
    void SetAtWar(RepListID repListID, bool on);
    void SetInactive(RepListID repListID, bool on);

    void ApplyForceReaction(uint32 faction_id, ReputationRank rank, bool apply);

public:                                                 // senders
    void SendInitialReputations();
    void SendForceReactions();
    void SendState(FactionState const* faction);

private:                                                // internal helper functions
    void Initialize();
    uint32 GetDefaultStateFlags(FactionEntry const* factionEntry) const;
    bool SetReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
    bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing, bool incremental);
    void SetVisible(FactionState* faction);
    void SetAtWar(FactionState* faction, bool atWar);
    void SetInactive(FactionState* faction, bool inactive);
    void SendVisible(FactionState const* faction) const;
private:
    Player* _player;
    FactionStateList _factions;
    ForcedReactions _forcedReactions;
};

#endif
